private static void BodyTypeChanged(
     EntityUid uid,
     RadiationCollectorComponent component,
     PhysicsBodyTypeChangedEvent args)
 {
     component.OnAnchoredChanged();
 }
        private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
        {
            var curTime = _gameTiming.CurTime;

            if (curTime < component.CoolDownEnd)
            {
                return;
            }

            ToggleCollector(uid, args.User, component);
            component.CoolDownEnd = curTime + component.Cooldown;
        }
        private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
        {
            if (!component.Enabled)
            {
                return;
            }

            // No idea if this is even vaguely accurate to the previous logic.
            // The maths is copied from that logic even though it works differently.
            // But the previous logic would also make the radiation collectors never ever stop providing energy.
            // And since frameTime was used there, I'm assuming that this is what the intent was.
            // This still won't stop things being potentially hilariously unbalanced though.
            if (TryComp <BatteryComponent>(uid, out var batteryComponent))
            {
                var charge = args.TotalRads * component.ChargeModifier;
                batteryComponent.CurrentCharge += charge;
            }
        }